Moody

I'm in a position of needing to do this too - unfortunately I'm trying to mod a new game theme around someone elses code so if I want this mp3 tune then I need it converted to m03.

If I break the mp3 into samples for verse and chorus (And then beak these down further where sample size requires it) I can make an XM/S3M/IT file which simply sequences these samples as they are.

Preliminary tests indicate that this DOES result in a playable MO3 version of my MP3 and the third-party game code appears to handle it well.

So yes, it IS possible - and quite straightforward if you have something like soundforge to slice up the mp3 into wav's (And a tracker supported by MO3ENC for reassembling the samples into something that MO3 can make sense of)

Of course, aside from my own little predicament I can't think of many situations where you would want to do this.

Ok, It can but shouldn't be done. There is no "stuff", just learn to use tracker software a little. Be sure to try if the game/whatever accepts MP3s as they are and only after this fails, load the tune as a sample (or two samples, for the left and right channel of the mp3) in a tracker and save a module that has duration long enough to cover the whole sample. And you actually don't need to chop the MP3 down to any more samples because Fasttracker2/XM supports samples up to 4GB.

I'm not really supporting this but I can relate to the situation you guys are having with your games. Whatever you do, please DO NOT pass on the MO3 compressed modules you make out of MP3 streams because that'll spread/enforce the false belief that MO3 is another stream format that doesn't seem to offer better sound quality nor smaller file size compared to MP3.

what the use of converting a mp3 to a mo3 that way? the filesize won't decrease, you have to add mo3 support to your game, a lot of extra work... if a game has mo3-support, it *must* have mp3 or ogg support (samples can be compressed), and it probably uses bass.what you're trying to do looks like zipping a complete cd: hardly any extra compression (mp3, aac and ogg compress a lot better) and more work (unzipping to play it...). mo3 wasn't ment to be used this way, it's to compress mods...

ofcourse, that doesn't help if you want the new top-ten hit in your game the way you described does work, but that's not actually converting mp3 to mo3, it's, like raina says, putting an mp3 in another stream format.

I've been puzzled about the MO3-suppport-but-no-MP3-support thing but I think it's like this: The game/whatever isn't actually advertising changeable music and the only way to get it in is to substitute the original music.mo3 with a new file with the same filename. And if the proggy is expecting an MO3 file because of the file extension, that's what you have to supply.

I need It too I need To convert a whole soundtrack to mo3 so I can use it in my own game.But Theirs a problem compiling the game. I get "fatal error C1083: Cannot open include file: 'windows.h': No such file or directory", and "fatal error C1083: Cannot open include file: 'dsound.h': No such file or directory" any fix for this. "Visual C++ 2005 Express"

But Theirs a problem compiling the game. I get "fatal error C1083: Cannot open include file: 'windows.h': No such file or directory", and "fatal error C1083: Cannot open include file: 'dsound.h': No such file or directory" any fix for this. "Visual C++ 2005 Express"

This doesn't have anything to do with MO3, so you shouldn't hijack this thread.

As stated much earlier in this thread, you can't really "convert" MP3 to MO3, since MO3 is a way to compress samples and data in a tracked music module, while MP3 is compressed audio format. You'd be better off using (or writing) libraries that support MP3.

This really isn't the right website to ask for help in Virtual C++, anyway.

But Theirs a problem compiling the game. I get "fatal error C1083: Cannot open include file: 'windows.h': No such file or directory", and "fatal error C1083: Cannot open include file: 'dsound.h': No such file or directory" any fix for this. "Visual C++ 2005 Express"

This doesn't have anything to do with MO3, so you shouldn't hijack this thread.

Anyway, do you have the Windows SDK?

Yes it does because the framework uses the bass.dll which in return plays mo3's.

But Theirs a problem compiling the game. I get "fatal error C1083: Cannot open include file: 'windows.h': No such file or directory", and "fatal error C1083: Cannot open include file: 'dsound.h': No such file or directory" any fix for this. "Visual C++ 2005 Express"

This doesn't have anything to do with MO3, so you shouldn't hijack this thread.Anyway, do you have the Windows SDK?

Yes it does because the framework uses the bass.dll which in return plays mo3's.

Ah, are you using BASS to play a MO3 file? You should've said that in the first post, because the error you described ("Cannot open include file: windows.h") didn't give me that information.

Since you state to be having problems with BASS, I'd suggest you to start a thread on the BASS forum. Oh, and don't forget about the Windows SDK .

You can compress XM, S3M, IT and MOD files to MO3.There is no way to convert MP3, WAV, OGG or FLAC to MO3, because the way of saving the audio is fundamentally different. It's like giving your computer a cd and asking it to write out the notes for all instruments, the lyrics and special effects.